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Procedural Parts, Tidal Stream Branch.
Download Latest Release for Procedural Parts
Starwaster has not recompiled Procedural Parts for Kerbal Space Program 1.3.1 so it is marked as incompatible in CKAN. There was a pull request for this on Github but it has not been merged. So I decided to fork it and make the necessary changes.
Full description in the original thread.
The release for 1.3.1 is on CKAN so people can install it easily instead of having to do it manually. The release for 1.4.1 should be indexed soon.
Test the beta release and leave feedback.
Licence
Remains as CC-BY-SA 3.0 Unported.

Procedural Parts, Starwaster Branch.
Download Latest Release for Procedural Parts
Features
The features include
Everything accessible by tweaking
A broad range of shapes including cylinders, truncated cones, filleted cylinders, bezier cones.
New part shapes are easy to develop and plug in, so cuboid / pill shaped / whatever else you want shaped will be able to be created.
Most stuff configurable in the config file, including resources and fill ratios, tech levels, available shapes
Diverse support for career mode - tank shapes, dimensions, and contents all limited by researched tech
All supplied parts are carefully designed to be as 'stock alike' as possible in their tech level requirements - You can't create a monster tank before you've discovered basic rocketry for example.
Other mod support - tanks for RealFuels, Kethane, Extraplanetary Launchpads, and TAC. Heat shields for Deadly Reentry. (thanks to OtherBarry)
Plays nicely with Ferram Aerospace Research
Multiple textures available for part surfaces. These are fully compatible with StretchySRB textures.
A Module - TankContentSwitcher that can be applied to existing tanks (with say module manager) and allow their contents to be tweaked. Tweak any tank in the VAB into a Liquid fuel only or oxidizer tank.
Parts available
Tanks Different parts supplied for different 'groups' of fuels (Liquid fuels, SRBs, Monoprop, Xenon). The multiple part approach is to allow for tech limiting of sizes and volumes.
SRBs Tweakable thrust (or burn time for real fuels). Tweak between a choice of two bells that are designed for surface or vacuum, with varying ISPs.
Decoupler Tweakable diameters (with tech defined limits), ejection impulse, and can be in either decoupler or separator mode (again tech dependent).
Structural Part Good for fuselage, adapters, whatever. Half as light as the equivalent tank.
Batteries It's a bit rough and ready, but it works well enough.
Nose Cone Specialized structural part for nose cones. The shape is limited to a smooth cone with a bounded ratio of diameter to length.
Heat Shield Built to the same specs as Deadly Reentry. Will shield any sized object from heat. (requires deadly reentry)
Installation
Just extract the zip into your KSP folder and you should be away. Some of the integration with other mods requires the latest version of ModuleManager, which is included in the zip.
Known Issues
Sometimes if the procedural part is the lowest part on the rocket, it may explode on the launch pad. Easily worked around with a launch clamp. This is fixable but will take more effort than its worth.
Custom Textures and Texture Packs
Procedural Parts is compatible with all texture packs for StretchySRBs. It's easy to roll your own texture packs too.
Here's some texture packs that other people have compiled:
Ferram4's Saturn and Nova Textures.
Installation instructions in zip.
Download MainSailor's Procedural Textures
Forum Thread for MainSailor's Procedural Textures
blackheart612
Full thread!
Enceos' Procedural Textures
Full Thread
Integration with Real Fuels and Modular Fuel Tanks
Integration with Real Fuels and Modular Fuels Tanks is complete. Ensure you have Real Fuels version 6.1 or newer, and Modular Fuel Tanks 5.0.1 or newer.
For MFT, the existing tank types are turned into the corresponding MFT type.
For RealFuels, there's an SRB which can be switched between low altitude and high altitude versions, plus a tank which can be switched between the various RF tank types.
Integration with other mods
Procedural Parts has built-in support for MFT, RealFuels, Kethane, Extraplanetary Launchpads, and TAC.
There's also a procedural heat-shield for stock / Deadly Reentry
All part's drag models will automatically update if using Ferram Aerospace Research.
The tank types will automatically appear if the mods are installed. They should be 'fair' compared to their unmodded versions.
How to cheat in career mode have lower tech restrictions
The current tech restrictions have been tailored to closely mimic stock, with a bit of room to alter the original specs. Note that this will not be changed with the out of the box config.
If you'd like more generous limits, you can create a MM patch (ie: cut and paste this into a file called mycheats.cfg in your GameData dir) and tweak to your liking:
@PART[proceduralTank*]
{
@MODULE[ProceduralPart]
{
@TECHLIMIT,*
{
// Increase the max length for all tech levels by 3*
@lengthMax *= 3
// Corresponding volume increase
@volumeMax *= 3
// Increase the max diameter by double
@diameterMax *= 2
// Since volume goes up on diameter^2, need to use increase^2
@volumeMax *= 4
}
}
}
Future plans (sorry, right now Starwaster has his hands busy just doing maintenance and updates)
Cuboid parts, with customizable side lengths
Extruded parts, such as hexagonal and octagonal pieces
Add optional mounting pod for surface mounts to pod tank.
Procedural command module, possibly with rescaling / tweakable IVA.
Features That Are Not Planned
Shapes with 'holes' in them and concave shapes - including toroids.
Procedural wings, procedural fairings - there's good mods for these already.
Procedural engines - May happen one day, but not a priority.
Acknowledgements
ProceduralParts has an extended family tree
StretchyTanks is the original module by the great @AncientGammoner
StretchySRBs was created and updated by NathanKell and e-dog.
ProceduralParts is a near complete re-write by @swamp_ig.
ProceduralParts was then maintained by @NathanKell
ProceduralParts is now owned and maintained by RadarManFromTheMoon
Then it was maintained by @OtherBarry and RadarManFromTheMoon
Now it's being maintained by some @Starwaster person.
Also featuring
Extensive work on config and mod integration by OtherBarry
Models by Tiberion
Further textures by Chestburster and Dante80.
Config code by jsimmonds
Licence
Remains as CC-BY-SA 3.0 Unported.

Hello!
I just had an idea recently :
I use KSP with FAR, procedural parts and procedural B9 wings.
What if, instead of using stock cockpits and cabins etc. , we use to design aircraft with our own cockpits and cabins?
We choose the shape, the diameter, the length, the texture and eventually the resources of the procedural part.
The program calculates crew and resources capacities following the dimensions.
Maybe even choose between a general aviation, an airliner, or spaceship IVA?
While asking about such a thing, why not a procedural unmanned pod?
Oh, my God, I am so excited about this! I know it could be VERY, VERY hard to create such a mod, though.

So I've been playing a lot with procedural parts recently, and while researching how to properly use the procedural Interstage Fairings, I found out that those parts are NOT supposed to be used for engine shrouds. This explains a lot about the odd lack of an internal top node, and the placement of the decoupler. The only way I've been able to do it is to surface attach the engine underneath the tank to leave the tank's bottom node free for the Interstage Fairing top node. I don't think this technically shields the engine at all though, since it's not attached to an internal node of the fairing part. Also, I've been having weird issues with the fairing base jumps to odd positions when I try to use the whole launch vehicle as a subsystem. Usually, it jumps downward, leaving a big gap in the rocket, although this appears to be cosmetic only, the thing will still fly the same.
Is there a more appropriate mod/part that I should be using for interstage engine shrouds? I'm using pretty large tank sizes, so even the 3.75 stock fairing is too small, and rescaling that part doesn't seem to rescale the fairing. Suggestions?
Thanks

In the last days I have been running around the forums searching for a way to add textures to the module TextureSwitch2 (Firespitter) to the fairings from Procedural Fairings parts.I found a very old mod from 1.1.x called Procedural Fairings for Everything, which main objective was to collect and merge different texture mods for fairings into one.I gave a look inside of the folder and it was quite a mess.I am trying to make a more polished version of it for myself but I can't get around a thing that is quite anoying:
Some fairings have the "Payload Fairings - [...] [Procedural]" and some don't.Anyone has any idea where I can find the file that adds this thing?(So I can remove it and rebuild it to be more specific).
On another side I would like this to become a thread on where to discuss the problem of textures for Procedural Fairings and to make a standard guide on how to make and plug them into KSP.

By now there's multiple procedural parts generation mods that allow fully custom rocket and spaceplane designs. However, I'm yet to see one that tailors towards more graceful fuselage design for aircraft. I doubt I'm the first to think of this, but I haven't yet found any topics that discuss this.
The would only feature one part - a regular procedural fuel tank.
Users can edit the same properties that current procedural parts mods allow, such as textures, width, length, part type (fuel, structural, battery, etc), and so on. However, the following customisation options would also be included:
Cross Section Type: Each fuel tank has a cross sectional shape that can be changed.
Ellipse
Rectangle
Chamfer Rectangle (diagonal corners)
Fillet Rectangle (rounded corners)
Cross Section Dimensions: Each end of a fuel tank has tweakable geometric properties. These would be unique to each end. For example, you could have a fuel tank that starts as a tall ellipse and ends as a flat ellipse, or a square with small chamfer corners growing in size as you move down the tank.
Section width
Section height
Chamfer size
Fillet radius
Cross Section Smoothing: Each end of a fuel tank has optional smoothing. What this means is that you can make a tank change shape smoothly, rather than instantaneously. This would allow you to have multiple parts inline that gradually change shape so that your fuselage doesn't have any jagged lines. This imgur link describes what I'm talking about.
Section Offset: Each end of a fuel tank can be offset vertically and horizontally. This would allow you to create long and smooth tail/nose pieces, much like what we see in aircraft in reality.
Is there anything already like this? What do you guys think of this?

Essentially, it would be an extension of Procedural Parts. To prevent it getting overpowered, It would work like this: You enter size, propelant used, whether or not it requires pressurised fuel tanks (This would would be done with RF) Nozzle size, amount of time engine turns off and on (Or infinite) AND then using those calculations, it comes up with a range of thrust. You would select what thrust. Say, my pressurized, 0.5 meter, Aerozine and NTO burning engine has a thrust range between 5-20 KN (just an example) and I then select which thrust I want. from THAT, the computer figures out efficiency. What do you guys think? Can anyone make this? (preferably for 1.2.2, so I can use it with my RO save)

Over the course of playing KSP I created numerous parts and patches for myself to improve the game experience. Time to start sharing.
Ven's style Textures for Procedural Parts
Credit goes to @Ven for his amazing artwork. I used his textures from the Stock Part Revamp to make these. Get Procedural Parts to use the textures.
DOWNLOAD Ven's Style Textures for Procedural Parts
Hazard Tanks Textures for Procedural Parts
Procedural textures for tanks with hazards stripes. Give the badass look to your vessels!
The play nicely with the Orbital Utility Vehicle by @nli2work
Get Procedural Parts to use the textures.
DOWNLOAD Hazard Tanks Textures for Procedural Parts
Asphalt Tiles
A useful set of three parts which are building bricks for offworld landing pads and roads. Made specifically for my Extraplanetary Launchpads base. Good for those who want to have the neat look of our KSC parking area even away from home.
Works best when placed on flat area or welded with UbioZur Welding.
Various pattern examples
Easy to assemble in the field with KIS. Tiles can be attached to the surface.
Luminescent stripes glow in the dark.
Can be buit whole via Extraplanetary Launchpads.
Archive contains an "Extras" folder with already welded examples (welded parts are independent from the UbioZur Welding mod).
DOWNLOAD Asphalt Tiles
Portable Science Crate
Based on @RoverDude's part from the PackRat era. Useful for storing all the EVA gathered science on the fly. Can be sent back home on a probe without distracting the Kerbal from his other planetary activities. Serves the same purpose as the Stock Science Box.
Great for rovers with External Command Seats and for small pods from other mods which deliberately don't have science storage in them.
Requires KIS for the best experience.
White texture available on demand.
DOWNLOAD Science Crate
Droptank "Wrapper"
A curved wraparound droptank with an integrated decoupler. 4 way symmetry wraps perfectly around a 1.25m tank. Now has an aerodynamic nosecone.
Now has its own thread
Simple Mission Flags
An assortment of flags to mark everyday missions. The archive contains the source .psd file for anyone who wants to roll his own shapes/colors.
DOWNLOAD Simple Mission Flags
_______________________________________________________________________________________________________________________________________________________
Stock 5m and 7m Fairing
Looks like there are no bigger fairings in 1.1 for us. This patch adds a stock 5m fairing to the game.
Made for those who love extra big launchers and stock fairings. Thanks to @Stone Blue for making an even bigger 7m config.
Or download the ready config file and place it anywhere in GameData.
DOWNLOAD The config for fairings.
All content is under the Creative Commons 4.0 License
More stuff in development

One thing that I really really would appreciate is the addition of moar procedural parts in the same vein as your fairings, like:
Wings and Winglets, so you don't have to faff around with making your own wings by combining wings not designed to fit together.
Fuel tanks, I just want more accurate lengths, and the ability to replace oxidizer with more liquid fuel for nervs.
And a few misc parts here and there like langing legs/wheels, solar panels, and/or to some extent a few engines.
I like the lego aspect of ksp but after playing for 1000+ hours, farting around with wings tanks and landing gear can become rather annoying if you know exactly what you want to make at what size but are restricted by the limitations of size set parts.

Hello, people.
I've tried downloading via CKAN, normal downloading, multiple versions, even those from early 1.0.5, I've tried deleting every other mod I had, I've tried everything I could and still, although Procedural Parts used to work on ksp 1.0.5, after I uninstalled it and reinstalled it, doesn't want to work in no way. I wasted a good two and a half hours on this damned mod, and still, the interface to change the size does not appear.
Has anybody experienced anything similar?

hi, I need help with installing or setting up procedural wings. i'm running KSP x64 1.1 and have two mods installed (mechjeb and Engineering redux). and that was with ckan and they are up to date.
I've tried installing the Procedural.Wings.v0.11 and then the B9_Aerospace_PP-040 but cannot get them to work. i can see the parts and clip them to my aircraft but i cannot configure them (using the T, G, B, keys and mouse or right clicking or using the "J" key) after attaching the wing to my air craft.
I've followed the install steps in the readme.md and .txt's, rebooted and even reinstalled the game completely. Yet i'm still unable to edit the wings after attaching. please help!? thank you!

[Alert: long Reading]
Hi everyone, im gonna request two things, this are not for novice modders because it can get pretty complicated pretty far, I will code it myself, but I dont know anything about mods, possibly many things I describe are impossible to do in ksp, but procedural have been proven possible
First:
"Procedural panels", something im surprised that nobody had done yet, this mod is a tool to help players to make bigger and simpler creations that before needed lots and lots of stock panels to made, this will improve performance when using such creations as also will make more easier to make them, with much better detail, as an example, the mod "WW2 warships" can use this mod as a base for its parts, making its big and heavy part-count ships a lot less lagI gy, making big ships battle much more easy for even low specs users (and easier carrier builds)
( if this becomes a reality and the owner of ww2 warships want this as a base for its mod, it should not be denied for the creator of this mod)
The mod features should be:
* Panels that can change not only on size, also they should change of form to any figure you may want, triangles, squares, hexagons, concave shapes, etc. The modder may want to limit the ammount of vertex than a pannel can have to a reasonable ammount, also if is based on the b9 procedural wings, and have same ui, it may be good idea to have a button to change the starter panel figure
*The sides of the panels have to be resizeable to archieve the desired form
* it may be compatible with Bahamuto weaponry, in this case, the thickness of the panel should be editable, making the panel more heavy, and harder to destroy, as well in collisions
* "Procedural collision stress" what I mean is if (example) a car made of that panels crash, and have thin pannels, those panels may "unweld" easier that if the car is made of strong thick panels, this give another meaning to the thickness making the users think about where put thick panels, where put thin ones, not only work for tanks, also for big base foundations giving more strategy to the game
And most important one
*procedural skins*: pannels can be allowed to change of color from a pallette, so the user can take the one whatever it want, black, white, sky blue, Grey, any color or tone the user wants should be able to paint the panels, but also they can be "skinned" or "textured", for example the mod brings at default a desert camo skin, the user should be able to skin the panel an edit the way its placed, for example it can rotate the pattern and edit the proportion making a small patter that repeat itself a lot inside the panel or viceversa, also the mod shoul have the ability to add and use custom skins propotionated by the user
This is to allow the users to make even beter creations
*compatibility for: bahamuto weaponry, FAR, (possible: Procedural Weaponry)
(optional) the ability to add a sticker, and edit it size and rotation independently of the texture placed, also needs to be able to add custom ones
I know all of this will be difficult to make and will need a lot of time to make, if at the start the panels editable shape and thickness is done as well as the procedural welding stress, it will not matter if the skins and colors are not ready, the compatibility with Bahamuto must be done at release
And now the interesting part, the reazon why I dont make two request post is because both mods are thinked to be one for eachother, if any moderator thinks I should split them, I will dont worry about it, also its able to split itself if he/she wants to.
"Procedural Weaponry"
This mod consists on begin able to edit the weapons for they own benefits, for example:
We chose a part called "Procedural cannon" is a fixed-mount cannon, that can be edited in many ways, you can change its caliber, it can be 20mm (minimum), it can be 75, 110, even 500 (excessive, still it will be interesting to have a bigger cap for the maximum)
When you change it all the cannon grows in size, still you can modify its barrel length, making its shell faster, more powerful, you can modify its breech length making (hipoteticaly) the shell casing more long, making your shell even faster and powerful, with higher recoil, and also you can edit the traverse and elevation limits, with a maximum of 180°, 90° respectively, traverse speed is procedural based on the weight and size of the gun, it can be added an Armour panel if is desired to protect its crew from MG or cannon fire (thickness editable), other option is a radial cannon, a gun mounted in a "manlet"
When editing you will be able to see important information about the gun, like its size (long x wide x tall), mass, traverse speed (degrees) and Ammo size as the velocity of the shell
The ammo size is the main parameter to separate the ammo of one gun from another, if you have two 110mm cannons, but one have a smaller breech, then they will not be able to share the ammo (if they have the same breech but diferent cannon lenght, they can share it)
For this is needed a procedural ammo rack, an item capable of hold a type of desired ammo depending on its "length" and the desired caliber specified, if the breech have a length of "11", the rack will need to have a lenght of "11" to be able to hold the ammo for the desired weapon, if the gun caliber is 110mm, it will have to be specified in the ui, the wide and tall of the rack will determine how many ammo will hold, it will be cool to have the feature of begin able to double the ammo count adding twice the length of the breech, but it will enter in conflict with other guns if is there another gun of same caliber but double size breech, so if you want to double, add another rack (other option could be preselecting the gun for each rack)
Also there are turrets, they can be edited in different ways as well, they cannons have the same edit logic as normal ones but they come in a rotative turret with editable shape, first you will be able to chose 1 or 6 cannons on it, up to 10 if it have MG caliber (14mm or less), when adding more and more cannons, it will make the turret bigger and wider, you can change the slope of its sides, and the thickness of its Armour, it will have a minimal size depending on the size and lenght of the guns, also the ammount of them in the turret, it maybe will be capable of add a sub caliber coaxial gun if the turret have one cannon, maximum elevation of the gun is 180 degrees, minimum will be 20-25 degrees
The rest of the ordinance can remain normal as they need a feacture implemented in skillful weapons mod, that it would be capable of begin reloaded-replaced when in-game using the kerbals, clicking in the "mounts", a really important feature, it may work selecting what payload you can load in each mounts and then edit them, but it will far more easy to have no editable payloads, and will may add unnecessary complexity
Now there is a more important point related to the guns, the mod is thinked to simulate the "penetration" of the guns, as well if it will ricochet or not, this will have to use the procedural panels mod to do so, using them as armor plates, the panels can be used like the real life, making the exterior Armour of a tank, letting us to put kerbals inside using the seats, if the shell "pen" the Armour, then it will follow its path and damage anything on it, the ksp stock parts, kerbals and the panels should have "life points", once they reach "0" it gets destroyed, some items can get pen and get some damage but not destroyed instantly, like panels, it should have a lot of life, enough to get pen a lot of times destroying anything behind it before geting destroyed itself, kerbals should die pretty easy, ammo racks too (protect them obviously), fuel cells can explode like fuel tanks, but only with a chance, cells will have a chance when on, fuel tanks will get increasingly depending on how much fuel it left (less will have more), tanks with fuel-oxider explode instantly when penned, batteries will not longer function as well as cannons, etc
Guns can use AP,aphe and HE shells,
HE shells will not have a pen value, but they do a lot of life damage in a radius on detonation, if they take half the life of the Armour plate, it will considered a penetration and damage the inside, if its not, it will be absorbed by the Armour, but still will aply force to the vehicle (not too exaggerated still can unweld something, kick kerbals from their seat)
APHE shells will pen the armour (reduced value) and if its successful it will explode dealing life damage in a radius determined by the size of it,inside the vehicle making an expansive force (lower than HE shells of same size)
bombs, he rockets and any explosive payload will act like he shells
Compatibility: FAR
And thats pretty much it, it have missing details but I maked it too long, comment any ideas or suggestions to make our modders inspire, also your opinions, mine is it will too complicated, the procedural guns most of it, the pannels are quite dificult but somewhat they have Been done before, only with quadrangle shapes
Thanks to get this far XD (you not cheated right?) please be polite in the comments, if you have a negative opinion is well received always if is not offensive

Hey guys, I've been playing a while with Proceedural Fairings, but I've honestly only just started to try to use interstage fairings. With proceedural parts, it is often more efficient to have a rockeet with a diameter that isn't 1.25 or 2.5, and with the 'Thrust Plate', I've been using a lot of engine clusters too.
But I can't exactly figure out the interstage fairing. I've gotten it to the point where I can make it look good, but it still claims it's shielding 0 parts. Also, I don't understand what the decoupling stage is for, since it doesn't seem to be a regular stack decoupler.
I'm trying to make more realistic looking rockets that still perform well. Interstage rings/fairings are a very common part of real rockets, but KSP (even with mods) seems to not consider them very important.